Wee Wan Chong


Craftsperson creating unique experiences.
About Me
Think Universally: Reality, Science & Logic trumps all.
Reason Globally: Consider Earth & Humanity's future.
Act Locally: Do whatever is within my strength.
These are the fundamentals that I act upon.
Education
Tokyo Metropolitan College of Industrial Technology
Associate's Degree in Electronics and Information Engineering
2017 - 2022
Followed my passion in Crafting Anything.
Pursued an independent study in Game Design & Programming.
Designed, Assembled & Showcased an Analog Infrasound Amplifier Circuit with friends for the school fair.
Game Development / Game Industry related Experience
Has experience working under strict NDAs.
Information cannot be unlearned.
Keeping secrets preserve entertainment for players when they finally get to play!Currently Discord / Steam Moderator for Enhance.
Enlisted for Moderation & Quality Assurance for HUMANITY, improving gameplay and retaining supportive communities.
Performed Quality Assurance, weeding out, dissecting & reporting several game-breaking bugs on GRAPPIN.
Participated in
{Redacted by NDA}
Other Experience
Translated Japanese into English professionally.
Made sushi rolls for a year (until my Japanese -> English menu translation I volunteered drew in too big a crowd).
Washed dishes & served oysters for 2.5 years (before Covid butchered it).
Currently helping out in a family business making handmade billboards.
Basic Skills
Can use English & Japanese.
Can use a computer rather well.
Can use Linux Mint & Windows 10.
Roles
Who do you need? I can fill these Roles.
Capable
Decent
This page is not exhaustive; Willing to pick up creative positions.
Game Designer
Ready to detail the next big hit? I'm just a message away.
Created, Completed & Delivered 2 Games in Game Jams, in collaboration with teams of creators.
Conceptualized, Researched & Iterated on Gameplay Designs, resulting in fun & unique Gameplay.
Discussed, Described & Detailed on Game Design Documents, enabling fellow teammates to achieve their goals.
"Magic Beach Ball": An explorative marble game, for "Seaside Game Jam". Play it on Itch.io!
Open Gameplay & Level Design: Laying out a 'Correct' path & providing ways to clear or skip it. I also coded the entire project, while my teammates provided assets.
"The Legend of the Leg End": A simplified platformer, for "Legend Game Jam". Play it on Itch.io!
Concepting for "The Legend of the Leg End". We started with traditional RPG elements, then I noticed & mentioned that "Legend" contained "Leg End" & we snowballed into Foot based concepts!
Settling on a "Platformer with Different Boots", we collected concepts for interesting footwear. I was then assigned to code the moving platforms.
Game Programmer & General Programmer
Need some code done or data crunched? Ping me!
Uses: Visual Studio
C# (Capable) | C++ (In Training) | Algorithms Made |
---|---|---|
General | General | General |
Unity 5 | Unreal 5 | Game Logic, 3D Gravity Systems, Procedural Tile-Based Dungeon Generation |
Windows Forms | - | Image Processing Tetris computer player |
My personal projects tend towards 3D Gravity because such systems are intricate, complicated & beautiful when done right. Perfect for a challenge!
Note: I don't use any Generative AI features to code.
Source Documentation is the best thing to look for.
2D Artist
Have a vision & want to see it? My pen is ready!
Uses: Procreate (iPad)
Tetris Effect Fanart: The Deep
TimelapseTetris Effect Fanart: DaVinci
Tetris Effect Fanart: Deserted
Tetris Effect Fanart: City Lights
Original: A Dream
Meme: Maniac Goosemidion
3D Modeling / Texture Artist
Workflow from Concept to Game-Ready 3D Asset.
I based this GPU Sword from an old NVidia GTX 1050 GPU.
Uses: Procreate (iPad), Blender, Substance 3D Painter, Unity
Source: An NVidia GTX 1050 GPU.
Concept 0: Adding a fan to a sword
Concept 1: Using GPU as reference. Coming up with creative ways to use heat.
Final concept used. Half of the blade is now Holographic, and Details added.
A reference image from Wikipedia, to get the details right.
3D Modeled Sword in Sections, using references. [Blender]
Finished simple 3D Model
After UV unwrapping, Separation per Material allows the highest fidelity per Section. Each Section is painted with a combination of Procedural Layering & Manual Masking. [Substance 3D Painter]
IRay Render within Substance Painter.
Unity Ready Asset! 1 Unculled Transparency Shader for the Blade & 3 separately modeled fans (designed to spin & spew particles) later, it's ready to be swung around by a cyberpunk protagonist.
Rear view. Most GPUs insulate the back to protect the circuit, and I reflected that here.
A buildup of dust around the vents, just like any Air-Cooled GPU.
Any Hologram needs a Projector. The screen's display may not be visible at all times, but it'll be found when players take a closer look.